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Fix saving altered trainers
Saving with no Pokemon will default to 1. A different amount of Pokemon will require a new skeleton to be filled in with the entered data, instead of not having anything allocated to hold the data.
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@@ -361,6 +361,8 @@ private void writeFile()
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tr.Class = CB_Trainer_Class.SelectedIndex;
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tr.BattleType = (byte)CB_Battle_Type.SelectedIndex;
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tr.NumPokemon = (byte)CB_numPokemon.SelectedIndex;
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if (tr.NumPokemon == 0)
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tr.NumPokemon = 1; // No empty teams!
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tr.Items[0] = (ushort)CB_Item_1.SelectedIndex;
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tr.Items[1] = (ushort)CB_Item_2.SelectedIndex;
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tr.Items[2] = (ushort)CB_Item_3.SelectedIndex;
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@@ -371,8 +373,11 @@ private void writeFile()
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tr.Prize = (ushort)CB_Prize.SelectedIndex;
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// Set Pokemon Data
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Array.Resize(ref tr.Team, tr.NumPokemon);
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for (int i = 0; i < tr.NumPokemon; i++)
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{
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if (tr.Team[i] == null)
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tr.Team[i] = new Trainer.Pokemon(new byte[100], false, false); // Initialize with zeroes
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tr.Team[i].IVs = (byte)trpk_IV[i].SelectedIndex;
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tr.Team[i].Ability = trpk_abil[i].SelectedIndex;
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tr.Team[i].Gender = trpk_gender[i].SelectedIndex;
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